Different control for SSTO/Spaceplane

After testing shuttle like ship, it appears to me that nav sphere is not coherent with plane like control, it should be more like Simple planes for these kind of craft, maybe tacking an option on command pod to make it rocket or spaceplane

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Specifically for flying like airplanes, I think a flight control computer (FCC) part could have default controller schemes for pitch, roll, yaw, and speed. A lot of fighter airplanes use pilot pitch stick input as a command for vertically "g" blended with angle of attack, and the blending changes with speed. 787 uses a C*u control law in pitch, and P-beta in lateral-directional axes. In the game, maybe rudimentary controllers would have aileron rudder interconnects (ARI), and advanced spaceplanes controllers would have energy management like what is planned for Dream Chaser, so it has the right kinetic energy when it arrives at the runway.

@ShakzDar - there's a separate autopilot / flight computer thread that I suggest different levels automation... From simple timer-based staging and delta-feedback like the early days of rockets all the way up to digital-fly-by-wire and programmable flight computers that would run user code in Blockly or Python. (Blockly for mobile users.) In a career mode, there's clearly a cost (and maybe tech tree) to high levels of flight control automation. Maybe players could share their controller design on GitHub.

I've had some success with using the nav sphere for automatic control of glideslope, and using Q/E for roll and using the mouse to turn the heading on the nav sphere. It's a bit weird to try to coordinate the bank with the heading bug. Currently I'm flying spaceplanes with WSQE manually for maneuvers, then turn on the nav sphere for pitch trim and to hold the glideslope. I watch airspeed and make adjustments to glideslope with the mouse to find the right gamma to maintain airspeed.

@AndrewGarrison how about that:
1) normal SSTO controls will be similar to SP controls.
2) In translation mod it can be controlled like in modern SpaceSim games (nose of ship follows your cursor direction)
3) When heading lock is activated your ship's heading follows your mouse cursor (it will be similar to WarThunder mouse with assistant control mode).